- if(!self.cnt) self.cnt = 20;
- if(!self.delay) self.delay = 0.25;
- if(!self.flock_id) self.flock_id = globflockcnt;
-
- self.think = flockerspawn_think;
- self.nextthink = time + 0.25;
-
- self.enemy = new(FLock Hunter);
-
- setmodel(self.enemy, MDL_FLOCKER);
- setorigin(self.enemy,self.origin + '0 0 768' + (randomvec() * 128));
-
- self.enemy.scale = 3;
- self.enemy.effects = EF_LOWPRECISION;
- self.enemy.movetype = MOVETYPE_BOUNCEMISSILE;
- PROJECTILE_MAKETRIGGER(self.enemy);
- self.enemy.think = flocker_hunter_think;
- self.enemy.nextthink = time + 10;
- self.enemy.flock_id = self.flock_id;
- self.enemy.owner = self;
+ if(!this.cnt) this.cnt = 20;
+ if(!this.delay) this.delay = 0.25;
+ if(!this.flock_id) this.flock_id = globflockcnt;
+
+ this.think = flockerspawn_think;
+ this.nextthink = time + 0.25;
+
+ this.enemy = new(FLock Hunter);
+
+ setmodel(this.enemy, MDL_FLOCKER);
+ setorigin(this.enemy,this.origin + '0 0 768' + (randomvec() * 128));
+
+ this.enemy.scale = 3;
+ this.enemy.effects = EF_LOWPRECISION;
+ this.enemy.movetype = MOVETYPE_BOUNCEMISSILE;
+ PROJECTILE_MAKETRIGGER(this.enemy);
+ this.enemy.think = flocker_hunter_think;
+ this.enemy.nextthink = time + 10;
+ this.enemy.flock_id = this.flock_id;
+ this.enemy.owner = this;